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Re: Game Boosting Ideas/Improvements

PostPosted: Thu Mar 28, 2013 9:49 pm
by _Anshin_
Armor mitigates weapon and some physical damage.
A rank of 0 will take anywhere from 30-100% damage from a fusion cannon
A rank of 3 will take that number down to about 20-90%
A rank of 7 will ... well you get the notion

Seriously though if you read, Mods such as Burn, Crazyfists, and even Sustain can only do miniscule changes to the actual game. Think things like, alt forms already in the game (not add new forms, just allow say a bot to have a con's form), Weapon gifting, Weapon/armor refills, you know.. things like that.

Stats do make a difference in the game and part of the fun is in leveling your characters. After all if we were all level 0 and just using RNG to determine the game then it would be boring. The problem is that Burn and/or Psychout called it a while ago. There are certain elements that seem to have an affect on RNG. There are certain stats that mean more than others. I understand the heavy reliance on RNG. If we didn't have it then it would be utter decimation for anyone who wanted to join. You would have level campers that sit at the top of a level and control the mission for that level. The 1-3 missions for example would be pointless if you had a 3 camping and pwning all of the level 1s that joined. Balancing the game would require an overhaul and a full time job for something that is given to us for free.

For me, it would be nice if levels meant something after 8. Say if you hit level 11 with two characters you could have them cash in their XP and duobot missions together. Think of it as Prime mode from the WFC games. Another alternative would be that at 11 you start getting discounts or bonuses that would encourage players to want to hit 11 faster instead of muddling around 8 and 9 and reaping the XP sweet spots.

Re: Game Boosting Ideas/Improvements

PostPosted: Fri Mar 29, 2013 12:04 am
by Burn
crazyfists do something?

Funny man.

Re: Game Boosting Ideas/Improvements

PostPosted: Wed Oct 22, 2014 3:19 am
by Gekas
Just a thought on addition that might make the game more interesting.

Every month have a special event that causes both sides to work together. Some examples; Unicron invasion, Dead Universe bleeds into reality, Quintessons siege Cybertron, or some other event that has been used in the different TF universes.

Each event would drop a "legendary" weapon or armor that is randomly given to a player from either faction. Maybe even throw in some secret alt modes that have unique skills or just look badass.

Re: Game Boosting Ideas/Improvements

PostPosted: Wed Oct 22, 2014 3:33 am
by Burn
Yeah ... that's not gonna happen.

Re: Game Boosting Ideas/Improvements

PostPosted: Wed Oct 22, 2014 12:23 pm
by sprockitz
Burn put it so eloquently, but I'll still expand a little. Basically, the game has no programmer at this point, so nothing is going to change. It seems unlikely to have one in the (near) future, so what we have is what we've got, enjoy it while it lasts!

Re: Game Boosting Ideas/Improvements

PostPosted: Wed Oct 22, 2014 12:35 pm
by Gekas
sprockitz wrote:Burn put it so eloquently, but I'll still expand a little. Basically, the game has no programmer at this point, so nothing is going to change. It seems unlikely to have one in the (near) future, so what we have is what we've got, enjoy it while it lasts!


Are there any specifics on what type of programming was used for HMW? I had to create a video game for my senior design class in OGRE C, this game seems much simpler to tinker with so I wouldn't mind volunteering to help fix some bugs or make improvements.

As of right now my work consists of software integration into hardware devices, so it shouldn't be too hard to learn how everything works.

Re: Game Boosting Ideas/Improvements

PostPosted: Thu Oct 23, 2014 12:57 am
by alldarker
Woohoo! Do it! I can see HMW 2.0 just around the corner!

Re: Game Boosting Ideas/Improvements

PostPosted: Sat Oct 25, 2014 8:44 am
by Psychout
John, I'll be blunt. After a few unfortunate accidents in the past, no one get to play with the site code but Seibertron now, and HMW is very much ingrained within so a 'new' programmer is not going to happen. Go and write a new game, and if he likes it then you never know... but you'll never be allowed access to the other side, sorry.

It is true that innovation and imagination has led to same amazing times here though. The various althunts, bounty hunting, clan wars and the more recent Silent Night war of Christmas 2011-12 are all examples of the players pulling together and organising things for themselves. We didn't require programmers to help (although a particular board member was extremely helpful in scoring Silent Night).

Unfortunately, many of those who put in that work have moved on to newer things. If those here do ever decide to try it again, the staff will always be willing to help in any way we can, but it needs to be within the confines of the existing game mechanics, and - as Burn, Sustain and I can personally attest, it takes a lot of work.

Re: Game Boosting Ideas/Improvements

PostPosted: Thu Oct 30, 2014 1:27 pm
by -Soundwave-
Yes it does. But that's part of the fun. I've loved staying up as many hours as I possibly could just to see the next set of missions come in. And I'd do it again. :grin:

Re: Game Boosting Ideas/Improvements

PostPosted: Thu Oct 30, 2014 5:05 pm
by Gekas
Psychout wrote:John, I'll be blunt. After a few unfortunate accidents in the past, no one get to play with the site code but Seibertron now, and HMW is very much ingrained within so a 'new' programmer is not going to happen. Go and write a new game, and if he likes it then you never know... but you'll never be allowed access to the other side, sorry.

It is true that innovation and imagination has led to same amazing times here though. The various althunts, bounty hunting, clan wars and the more recent Silent Night war of Christmas 2011-12 are all examples of the players pulling together and organising things for themselves. We didn't require programmers to help (although a particular board member was extremely helpful in scoring Silent Night).

Unfortunately, many of those who put in that work have moved on to newer things. If those here do ever decide to try it again, the staff will always be willing to help in any way we can, but it needs to be within the confines of the existing game mechanics, and - as Burn, Sustain and I can personally attest, it takes a lot of work.


Totally understandable, code to something like this is not something to be shared with, unless yu have 100% trust in them. I appreciate what you all have done for the game, I just wanted to throw out there I am available for any coding adjustments or help that might be needed in the future.

Sustain wrote:Yes it does. But that's part of the fun. I've loved staying up as many hours as I possibly could just to see the next set of missions come in. And I'd do it again. :grin:


I'm the same way with some of my coding projects in the past, unless that whole night is spent figuring out Seg Faults, then I hate my life for those few yet long, grueling hours.

Re: Game Boosting Ideas/Improvements

PostPosted: Sat Nov 15, 2014 5:55 am
by Insidious
Anshin used to compile cool lists of battle stats over the week. It made for an interesting read whenever it popped up. Can someone pick that task up again in his absence?

Re: Game Boosting Ideas/Improvements

PostPosted: Tue Nov 18, 2014 12:10 pm
by -Soundwave-
Not a bad idea. Maybe after the holidays and perhaps once a month. I still have my XP set up. Once a week was just too much for me though.

Re: Game Boosting Ideas/Improvements

PostPosted: Fri Nov 21, 2014 1:08 pm
by sprockitz
i did import the top 200 individual scores into excel about a month ago, at some point when I get the time (hopefully this weekend), I can do it again and then measure xp growth for those players.